本文整理汇总了Java中com.jme3.texture.TextureCubeMap类的典型用法代码示例。如果您正苦于以下问题:Java TextureCubeMap类的具体用法?Java TextureCubeMap怎么用?Java TextureCubeMap使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
TextureCubeMap类属于com.jme3.texture包,在下文中一共展示了TextureCubeMap类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: setupSkyBox
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
private void setupSkyBox() {
Mesh sphere = new Sphere(32, 32, 10f);
sphere.setStatic();
skyBox = new Geometry("SkyBox", sphere);
skyBox.setQueueBucket(Bucket.Sky);
skyBox.setShadowMode(ShadowMode.Off);
Image cube = SceneApplication.getApplication().getAssetManager().loadTexture("Textures/blue-glow-1024.dds").getImage();
TextureCubeMap cubemap = new TextureCubeMap(cube);
Material mat = new Material(SceneApplication.getApplication().getAssetManager(), "Common/MatDefs/Misc/Sky.j3md");
mat.setBoolean("SphereMap", false);
mat.setTexture("Texture", cubemap);
mat.setVector3("NormalScale", new Vector3f(1, 1, 1));
skyBox.setMaterial(mat);
((Node) SceneApplication.getApplication().getViewPort().getScenes().get(0)).attachChild(skyBox);
}
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:19,代码来源:WelcomeScreen.java
示例2: createSky
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
/**
* Create a cube-mapped sky using six textures.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static @NotNull Spatial createSky(@NotNull final AssetManager assetManager, @NotNull final Texture west,
@NotNull final Texture east, @NotNull final Texture north,
@NotNull final Texture south, @NotNull final Texture up,
@NotNull final Texture down, @NotNull final Vector3f normalScale,
float sphereRadius) {
Image westImg = west.getImage();
Image eastImg = east.getImage();
Image northImg = north.getImage();
Image southImg = south.getImage();
Image upImg = up.getImage();
Image downImg = down.getImage();
checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg);
Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(), null, westImg.getColorSpace());
cubeImage.addData(westImg.getData(0));
cubeImage.addData(eastImg.getData(0));
cubeImage.addData(downImg.getData(0));
cubeImage.addData(upImg.getData(0));
cubeImage.addData(southImg.getData(0));
cubeImage.addData(northImg.getData(0));
TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
return createSky(assetManager, cubeMap, normalScale, SkyFactory.EnvMapType.CubeMap, sphereRadius);
}
开发者ID:JavaSaBr,项目名称:jmonkeybuilder-extension,代码行数:46,代码来源:JmbSkyFactory.java
示例3: SkySpatial
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
public SkySpatial(
SkyComponent skyComponent,
JmeResourceManager resourceManager,
AssetManager assetManager) {
super(
skyComponent.getName(),
(float)skyComponent.getOrder(),
resourceManager,
assetManager);
setCullHint(Spatial.CullHint.Never);
setQueueBucket(Bucket.Sky);
texture = new TextureCubeMap();
texture.setMagFilter(Texture.MagFilter.Nearest);
texture.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
texture.setAnisotropicFilter(0);
texture.setWrap(Texture.WrapMode.EdgeClamp);
material = new Material(assetManager, "/assets/shaders/sky/Sky.j3md");
material.setVector4("Color", new Vector4f(0.0f, 0.0f, 0.0f, 0.0f));
material.setInt("ColorBlendMode", ShaderUtil.getColorBlendModeAsInteger(ColorBlendMode.NORMAL));
material.setVector3("NormalScale", Vector3f.UNIT_XYZ);
material.setTexture("Texture", texture);
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
sphere = new Sphere(8, 8, 10, false, true);
geometry = new Geometry();
geometry.setMaterial(material);
geometry.setMesh(sphere);
geometry.setModelBound(new BoundingSphere(Float.POSITIVE_INFINITY, Vector3f.ZERO));
attachChild(geometry);
addControl(new CameraAttachingControl());
}
开发者ID:quadracoatl,项目名称:quadracoatl,代码行数:38,代码来源:SkySpatial.java
示例4: createSky
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale){
Geometry sky = new Geometry("Sky", sphereMesh);
sky.setQueueBucket(Bucket.Sky);
sky.setCullHint(Spatial.CullHint.Never);
Image westImg = west.getImage();
Image eastImg = east.getImage();
Image northImg = north.getImage();
Image southImg = south.getImage();
Image upImg = up.getImage();
Image downImg = down.getImage();
checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg);
Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(), null);
cubeImage.addData(westImg.getData(0));
cubeImage.addData(eastImg.getData(0));
cubeImage.addData(downImg.getData(0));
cubeImage.addData(upImg.getData(0));
cubeImage.addData(southImg.getData(0));
cubeImage.addData(northImg.getData(0));
TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
cubeMap.setAnisotropicFilter(0);
cubeMap.setMagFilter(Texture.MagFilter.Bilinear);
cubeMap.setMinFilter(Texture.MinFilter.NearestNoMipMaps);
cubeMap.setWrap(Texture.WrapMode.EdgeClamp);
Material skyMat = new Material(assetManager, "Common/MatDefs/Misc/Sky.j3md");
skyMat.setTexture("Texture", cubeMap);
skyMat.setVector3("NormalScale", normalScale);
sky.setMaterial(skyMat);
return sky;
}
开发者ID:mleoking,项目名称:PhET,代码行数:39,代码来源:SkyFactory.java
示例5: setupOffscreenView
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
public Texture setupOffscreenView(){
Camera offCamera = new Camera(512, 512);
offView = renderManager.createPreView("Offscreen View", offCamera);
offView.setClearFlags(true, true, true);
offView.setBackgroundColor(ColorRGBA.DarkGray);
// create offscreen framebuffer
FrameBuffer offBuffer = new FrameBuffer(512, 512, 1);
//setup framebuffer's cam
offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f);
offCamera.setLocation(new Vector3f(0f, 0f, -5f));
offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
//setup framebuffer's texture
TextureCubeMap offTex = new TextureCubeMap(512, 512, Format.RGBA8);
offTex.setMinFilter(Texture.MinFilter.Trilinear);
offTex.setMagFilter(Texture.MagFilter.Bilinear);
//setup framebuffer to use texture
offBuffer.setDepthBuffer(Format.Depth);
offBuffer.setMultiTarget(true);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeX);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveX);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeY);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveY);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeZ);
offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveZ);
//set viewport to render to offscreen framebuffer
offView.setOutputFrameBuffer(offBuffer);
// setup framebuffer's scene
Box boxMesh = new Box( 1,1,1);
Material material = assetManager.loadMaterial("Interface/Logo/Logo.j3m");
offBox = new Geometry("box", boxMesh);
offBox.setMaterial(material);
// attach the scene to the viewport to be rendered
offView.attachScene(offBox);
return offTex;
}
开发者ID:shamanDevel,项目名称:ProceduralTerrain,代码行数:45,代码来源:TestRenderToCubemap.java
示例6: createSky
import com.jme3.texture.TextureCubeMap; //导入依赖的package包/类
public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale, int sphereRadius) {
final Sphere sphereMesh = new Sphere(10, 10, sphereRadius, false, true);
Geometry sky = new Geometry("Sky", sphereMesh);
sky.setQueueBucket(Bucket.Sky);
sky.setCullHint(Spatial.CullHint.Never);
sky.setModelBound(new BoundingSphere(Float.POSITIVE_INFINITY, Vector3f.ZERO));
Image westImg = west.getImage();
Image eastImg = east.getImage();
Image northImg = north.getImage();
Image southImg = south.getImage();
Image upImg = up.getImage();
Image downImg = down.getImage();
checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg);
Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(), null);
cubeImage.addData(westImg.getData(0));
cubeImage.addData(eastImg.getData(0));
cubeImage.addData(downImg.getData(0));
cubeImage.addData(upImg.getData(0));
cubeImage.addData(southImg.getData(0));
cubeImage.addData(northImg.getData(0));
if (westImg.getEfficentData() != null){
// also consilidate efficient data
ArrayList<Object> efficientData = new ArrayList<Object>(6);
efficientData.add(westImg.getEfficentData());
efficientData.add(eastImg.getEfficentData());
efficientData.add(downImg.getEfficentData());
efficientData.add(upImg.getEfficentData());
efficientData.add(southImg.getEfficentData());
efficientData.add(northImg.getEfficentData());
cubeImage.setEfficentData(efficientData);
}
TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
cubeMap.setAnisotropicFilter(0);
cubeMap.setMagFilter(Texture.MagFilter.Bilinear);
cubeMap.setMinFilter(Texture.MinFilter.NearestNoMipMaps);
cubeMap.setWrap(Texture.WrapMode.EdgeClamp);
Material skyMat = new Material(assetManager, "Common/MatDefs/Misc/Sky.j3md");
skyMat.setTexture("Texture", cubeMap);
skyMat.setVector3("NormalScale", normalScale);
sky.setMaterial(skyMat);
return sky;
}
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:53,代码来源:SkyFactory.java
注:本文中的com.jme3.texture.TextureCubeMap类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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